#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

using starLiGHT;
using starLiGHT.Game;
using starLiGHT.Render;
#endregion

#region COPYRIGHT

/*
 *   Copyright (c) 2007, 2008, 2009, 2010 
 *       Roland Rosenkranz (Glatzemann@email.de)
 *       
 */

#endregion

#region Version Stuff
// **************[ starLiGHT.Engine SVN ]**********************
// * $Rev:: 1856                  $:  Revision of last commit *
// * $Author:: unknown            $:  Author of last commit   *
// * $Date:: 2010-12-15 11:28:57 #$:  Date of last commit     *
// ************************************************************
#endregion

namespace starLiGHT.Sandbox.RenderQueue
{
    public class Game1 : MultiThreadedGame
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public Game1()
            : base("Test")
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        protected override void Initialize()
        {
            //TODO: add your initialization code here

            base.Initialize();
        }

        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        public override void Draw(GameTime gameTime, Frame frame)
        {
            ClearBatch.AddNew(frame, Color.CornflowerBlue);

        }
    }
}
